Version: 2022.1
XR 中的通用渲染管线兼容性
Single Pass Instanced rendering and custom shaders

Stereo rendering

VR and most MR devices require rendering the Unity scene in stereo. Unity XR supports two stereo render modes:

  • Multi-pass: in this mode, Unity renders the scene twice, performing a pass for each eye. This mode provides the widest compatibility with existing shaders and rendering utilities, but is the slower of the two modes.
  • Single pass instanced: in this mode, Unity renders the scene in a single pass using instanced draw calls. This mode greatly decreases CPU usage and slightly decreases GPU usage compared to rendering the scene twice.

Note: The earlier technique of rendering the scene into a double-wide texture using a single render pass is no longer available.

Set the render mode

You can find the Render mode setting under XR Plug-in Management in Player Settings. Each XR provider plug-in provides its own setting, if it supports different render modes.

To set a render mode:

  1. Open Project Settings (menu: Edit > Project Settings).

  2. Expand the XR Plugin Management section, if necessary.

  3. Select the settings page for the relevant provider plug-in.

  4. Choose a mode from the list.


    Render mode options in the MockHMD provider plug-in

Note: Some plug-ins name the setting Stereo Rendering Mode.

支持的平台

  • PlayStation VR
  • Oculus Rift (DirectX 11)
  • HoloLens
  • Magic Leap
  • 支持 Multiview 扩展的 Android 设备
  • 对于桌面平台上的 DirextX,GPU 必须支持 Direct3D 11 和 VPAndRTArrayIndexFromAnyShaderFeedingRasterizer 扩展。
  • 对于桌面平台上的 OpenGL,GPU 必须支持以下扩展之一:
    • GL_NV_viewport_array2
    • GL_AMD_vertex_shader_layer
    • GL_ARB_shader_viewport_layer_array

注意:使用延迟渲染时,Unity 不支持旧版渲染管线中的单通道立体实例化。

XR 中的通用渲染管线兼容性
Single Pass Instanced rendering and custom shaders